There was a common theme across several classes where a few skills were unleveled in favor for skill points to be used for attunements, especially in high NG+ modes. While it’s great that the diversity exists that allowed players to chose to avoid leveling unfavored skills for their build, we felt that some skills were left to the side strictly because they felt too weak overall to be worth the points, rather than a build preference. You should feel the effects of leaving a skill unleveled. These changes to classes should promote more active gameplay, and also allow for some new multiplayer class interactions. We have given every character a free retrain to try out new skills.
Paladin
Lay on Hands is now an active skill that will buff the Paladin and all allies in an area around the Paladin. The buff heals allies for 3/5/7/9 + 2% of max health and provides a shield that has a 25% chance to block 5/10/15/20 magical damage (this was moved from Shield). The buff lasts for 3/3.5/4/4.5 seconds.
Flames of Devotion replaces Juggernaut. Hitting a target with primary attack builds up stacks of magical damage to all Paladin's skills. Each stack lasts for 1 second and maximum stacks are 12/24.
Priest
Holy Light now builds up damage slower but has increased maxiumum damage output of 17/24/31/38/45/52. Heals allies for 2/3/4/5/6/7 + 1% of max health.
Aura of Purification is now an active skill that will provide an aura around the priest that both effects allies and enemies. Enemies have their speed and resistance lowered by 20/30/40%. Allies have their damage taken reduced by 10/20/30%. Aura lasts for 6/7/8 seconds.
Celestial Orbs will now fire at the same target as Holy Light (which can increase their range).
Ranger
Flurry of Arrows moved to secondary skill. No longer provides a movement speed bonus on its own. Arrows fired are the current level of the primary attack.
On the Prowl replaces Dodge. When casting a skill the ranger receives a buff that lasts for 2/3/4/5/6 seconds. The buff increases movement speed by 25% and evasion by 5/10/15/20/25%.
Marked Prey replaces Deadly Aim. Primary attack has a chance 10% to apply a "Marked" debuff which lasts for 2.5 seconds. Marked targets have a 5/10/15/20% chance to receive crits from all instances of damage.
Powershot replaces Explosive Bomb. Charged ranged attack that deals up to 100/200/300magical damage with 50% resistance piercing. Maximum charge rate is reached after 1 second. Speed and damage is increased by charging.
Sorcerer
Comet damage gain increased to 40/80/120/160/200/240. Freeze time changed to 1/1.25/1.5/1.75/2/2.25 seconds.
Frost Nova, increased projectile lifetime by 50%.
Biting Chill slow changed to 20/25/30/35/40% and duration 2/2.5/3/3.5/4/4.5 seconds. Now has a 5% chance to apply freeze for 1.25/1.5/1.75/2/2.25 seconds.
Ice Barrier, each time the Sorcerer casts a spell a barrier stack is added that lasts for 2.5 seconds. Each stack lowers the damage taken from one instance of damage by 20/30/40/50%. Maximum stacks 5/6/7/8.
Shatter, enemies killed while effected by the freeze will explode dealing 40/80 hybrid damage to nearby enemies, (no longer triggers a frost nova).
Thief
Throwing Knives got 20% lower cooldown, piercing damage drop off lowered from 25% to 10%, and increased damage from 10/14/18/22/26/30 to 12/16/20/24/28/32.
Grappling Hook gives the thief 100% evasion while grappling. No increased travel speed by leveling. Stun duration changed to 0.5/0.75/1/1.25 seconds.
Smoke Bomb cooldown changed to 5 seconds and mana cost increased to 30/40/50. The smoke bomb will now leave a smoke cloud that lasts for 2/3/4 seconds. All allies in the smoke cloud will have their evasion increased by 10/20/30%.
Slice and Dice stacks are now built up by hitting targets with your primary attack. Each stack provides a 2% attack speed bonus. Maximum stacks 8/16/24/32. Stack duration is 2.5 seconds, if the duration runs out all stacks are lost at once. Stacks no longer provide evasion.
Decimating Strikes replaces Gold Fever. Primary attacks have a 5/10% chance to lower enemy health by 5%, (works on bosses).
Wizard
Flame Breath now roots you in place unless you have combo. Increased range and narrower cone of fire. The fire now pierces all enemies.
Flame Shield is now a 20/30/40/50% damage reduction of one instance of damage with a cooldown of 8/7/6/5 seconds. When Flame Shield procs your current level of Blastwave is cast.
Blastwave now destroys "blockable" projectiles.
Warlock
Soul Dagger replaces Poisoned Dagger. Now adds a Soul Consumption debuff to enemies that does 12/14/16/18/20/22 magical damage per second for 2.5/3/3.5/4/4.5/5 seconds. The Warlock gains 5% health and 10% mana based on the damage dealt by Soul Consumption.
Soul Sacrifice and Blood Sacrifice has been replaced with Extended Domain which increases the range of all the Warlocks skills and Soul Cleaver which causes enemies with the Soul Consumption debuff to spread any damage taken to nearby enemies.
Lightning Bolt damage scaling changed from 18/22/26/30/34/38 to 20/23/26/29/30/33/35.
Gargoyle duration is now 5 seconds on all levels. Stun time increased slightly.
Gargoyle and Eye of the Storm will now link together when close to eachother to create ling chain lightnings.
Other balance changes
Drinks
Incendiary Demise, Lowered magical damage add from 50 to 40
Wicked Sickness, Changed negative effect to 50% less damage output when not in combo
Crimson Death, Lowered life steal from 7.5% to 5%
Groovy Ghost, Lowered evasion bonus from 10% to 8%
Smelly Old Man, Lowered mana regen bonus from +3 to +2
Items
Duelist's Edge, Lowered evasion bonus from 10% to 8%
Slippery Cloak, Lowered evasion bonus from 10% to 6%
Sandals of Swiftness, Lowered evasion bonus from 5% to 3%
Markham's Mastery, Lowered Armor & Resistance bonus from 1 to 0.5 per item in your inventory
Fountain
Fountain, Increased cost of Glass Walks from +5 to +6
New fountain effect: One Man Guild (No class title bonuses)
Monoliths
Endless Potential, Lowered duration from 5 to 4 minutes
Vigorous Restoration, Lowered duration from 10 to 8 minutes
Downscaling
In order to promote people playing with each other we now scale down players' characters when not playing at the highest NG+ they reached.
Class titles and effective level scaled down to whatever NG+ level you play on
Beating a higher NG+ now always only increases your NG+ by 1
Players can now get experience at lower NG+
Networking Fixes
Fixed load screen disappearing too soon in multiplayer
Changed networking compression algorithm to a more efficient one
Crash fixes
Miscellaneous Fixes and Changes
Removed cost for chapel convert
Skills can now "cancel" the cooldown of your attack meaning you can use them rapidly one after another
Rebalanced enemy experience rewards
Improved details in some tooltips in character screen
In this patch we have updated some of our rendering technology. If you are having new problems with the game please try updating your graphics card drivers.
Added Tailor
A new NPC has been added to the guild hall where you can change the appearance and names of your characters. Each class now has a number of equipment color slots with different materials that you can change the color of, you will also find more colors in the dungeon. This change made it so previous characters now look different, in order to fix this the first visit to the tailor is free.
Miscellaneous Fixes and Changes
Added Graveyards to dungeon for breaking soul links
Updated some core technology
Remove "A1" etc from overlay map and replace with "Mines" etc
Fix for empty prison chest rooms
Fixed some instability and crashes
Worked on imp balance
Game now pauses when using a shrine (in singleplayer)
Improved performance when a lot of upgrades and items are active
Fixed bug where enemies could evade certain damage that they shouldn't
Poison and burning debuff damage ticks can no longer be evaded
Fixed Anvil icon showing in town when not unlocked
Fix for getting stuck behind the guard at the mine entrance
Fix for duplicate villager outside the tavern
Changed sound for Smite, Holy Light, and Fire Breath
Fixed Last Stand drink to an actual -33% movement speed
Fountain Balance
Bigger Bottle, moved to level 1
Unlimited Springs, moved to level 2
Abundant Shops, moved to level 2
Mysterious Guidance, moved to level 2
Elite Reinforcements, moved to level 1
Dry Springs, moved to level 2
Relentless Threats, moved to level 2 and changed favor from -4 to -5
The fountain has been reworked in order to give more control to the player, now instead of randomly getting positive and negative effects you get to pick them yourself.
Balance
Crimson Death now damages 2.5% of current health per tick instead of doing flat damage
Crimson Death life steal now 7.5%
Fewer drinks from each barrel
Changed The Last Sin from -3 mana regen to -33% mana regen.
Buff to Incendiary Demise
Paladin's Charge can no longer do damage to the same unit multiple times during the same charge
Lowered Paladin's Whirlwind cooldown from 10 to 9 sec
Fixed Paladin's Lay on hands skill healing enemies
Fixed Paladin's Juggernaut and Charge doing damage to dragon iceblocks
Fixed Paladin's Charge doing damage to ethereal Wraiths
Fixed Thief's primary doing damage to ethereal Wraiths
Increased Flurry of Arrows mana cost by 10 on all levels
Removed Ranger's arrow damage falloff
Removed lifesteal from return dmg
Lowered damage of spike traps slightly
Increased damage of floor fire traps
Increased range of Cape of the Flamewalker from 50 to 60
Increased damage of Cape of the Flamewalker from 5 to 10 damage per tick
Increased damage of Talisman of Conflagration from 25 to 40
Increased damage of Wrath of the Thundergod from 30 to 50
Fixed monolith damage blessing
Fixed double monolith use in multiplayer
Fix for monolith achievement
Removed enemy debuff resistance NG+ scaling
Enemy NG+ armor scaling lowered a lot and changed to be diminishing
Enemy NG+ move speed scaling changed to be diminishing
Tweaked battlemages: increased cast point slightly, lowered the acceleration and max speed of the projectiles slightly, lowered the resistance pierce a bit
Lowered speed of ghost ranger arrows
Tweaked fire rate of skeleton archers
Lowered skeleton archer arrow speed slightly
NG+3 wisps now either spawn a new wisp or unleash a nova upon death, but not both
Increased cooldown and added a limit on spawners spawning unit when taking damage
Removed red wisps from wisp spawners
Lowered final boss health
Final boss attacks tweaked to do a bit less armor penetration
Lowered health of some units
Miscellaneous Fixes and Changes
Added more portraits and made them colored from the character colors
More variation in Chambers
Fixed some item tooltips
Fixed bossbars on minibosses not being hidden from darkness view
Fixed a gambling bug
Show level name in overlay map
Change floor number to show the actual floor number of the act instead of the global floor number
Fix game unpausing when switching from guildhall to playermenu
Show item forge found count
Fix triple chests when destroying secret wall after loading game
You are now able to see on the mini map if you used a teleport in archives
Added some more glass walks
Added ui_tooltip_pretty which can be disabled in order to only show a simple transparent black tooltip rather than an opaque sprite-based tooltip
Fixed wrong offset in text input widgets when text is too long
Netsync triggered effect modifiers (scroll of magic missile, etc.)
Chapel convert button is now less confusing; it'll show the cost even when button is disabled
Discord Rich Presence now shows "Act X floor Y"
Fixes to skill time multipliers
More blueprints in levels
More barrels/blueprints in higher acts and ng+
Thousands separator on upgrade buttons
Show proper NG+ values for gold/ore gain in tooltips
Fixed some eye boss save/load issues
Fix eye boss wisps shaking when game is paused
Fix empty town when reaching final guild title
Fix slow loading of key purchases
Clamp ui_scale between 0.05 and 100.0
Fix lifesteal not healing the proper value
Fix mouse getting stuck in top left corner in game over screen when console is up
Added g_potion_delay
Make it a bit clearer that spent stars is spent stars and not available stars
This content patch is focused on empowering players seeking to push their limits in NG+. New and inspiring tools will be provided to the player to help them along the way. Class balance will not be a part of this patch; instead, class balance decisions will be made later, after the new meta settles down.
We hope you all enjoy the new content, and have lots of fun in the push for new heights in the Forsaken Tower!
Major Game Updates
Items
14 new Items, 3 new Set bonuses, and the Epic Item quality have been added to the game! Explore the game to find them and discover their unique powers.
Some changes were made to existing Items. You can read more about that below in “Chests, Item Balance and Recategorization.”
Tavern
Richard Hammer is finally done polishing all those glasses (or is he?) and has begun to serve up players! These drinks each provide a power boost in exchange for some drawback.
23 drinks can be discovered throughout the Forsaken Tower in the form of Barrel pickups.
Collecting a Barrel immediately sends it to town; use of an elevator is not required.
Barrels contain multiple charges of that drink.
Barrels exist in three rarities, with Uncommon drinks only being accessible starting in NG+ and Rares in NG++.
You have an initial drink limit of 3 from the Tavern before the start of a run, and also the same drink may not be consumed twice in one run.
The Tavern can now be upgraded twice. Doing so increases your drinking limit and maximum Tavern drink storage.
Magic Anvil
A magic anvil can randomly spawn in the Armory, with a greater spawn chance in NG+. Collecting it will immediately send it to town for access from your entire guild!
Once the anvil is collected, players can see and collect blueprints for Items up to the Rare quality. Upon collection, blueprints will be available for use on all your characters.
Uncommon blueprints can only be found starting in NG+, and Rare blueprints in NG++.
Legendary and Epic items do not have blueprints.
Some common, uncommon, and rare quality Items also do not have blueprints.
Players can use the Magic Anvil in town to craft 1 Item per game using Ore. The blueprint for that Item will be a prerequisite to craft.
Players cannot craft an Item if they purchased it in the Shop. Conversely, players cannot purchase the same Item from the Shop if they already crafted it.
Players can use the Magic Anvil in town to spend Skill Stars on Attuning Items.The blueprint for that Item will be a prerequisite to Attune. Being Attuned to an Item treats it as if two of that Item were in your inventory.
Using the “Retrain” function in your Guild Hall will now refund Attunement stars as well as Skill stars.
New Game+ Overhaul
Several enemies, including bosses, have new skills and behaviours.
Experience cannot be gained if your character’s level is greater than or equal to the current dungeon’s NG+ level cap or character’s own NG+ level cap.
Instead of enemies receiving damage boosts per NG+ scale, the player’s Armor and Resistance are now debuffed per NG+ scale.
This has a few implications that deserve commentary. First, it’s important to understand that your Armor and Resistance can become negative, resulting in increased damage taken.
Second, this remedies a problem Armor and Resistance used to have: poor scaling. With this change, Armor and Resistance upgrades through items will be more prized. It will take longer to hit the point of diminishing returns associated with positive armor and resistance values.
Level size no longer increases per NG+ scale. Instead, there is a flat 20% increase in floor size compared to NG+0 when playing in NG+1 and beyond.
Added +20% ore and gold gain per NG+ scale.
Price increase for NG+ dungeon stores.
Chests, Item Balance, and Recategorization
New Chest Drop Rates
Wood: 70% Common Item, 15% blue diamond, 5% red diamond, 5% ore, 5% Uncommon Item.
Attack Power and Skill Power during combo increased from 50 to 60.
Ring of Arcane Power
Moved to Epic quality.
Mana cost reduction improved to 25%, up from 20%.
Dragonscale Mail
Moved to Epic quality.
Damage reduction improved to 25%, up from 20%.
Earthsplitter
Physical damage from Shockwave increased from 30 to 40.
Stormcaller
Magical damage from Chain Lightning increased from 20 to 30.
Talisman of Conflagration
Magical damage from Explosion increased from 20 to 25.
King's Regalia Set Bonus
Attack and Skill speed decreased to 33%/66%, down from 50%/100%.
Fire and Ice Set Bonus
Bonus Magical damage on primary attack increased from 5 to 10.
Shaftlocke Pickaxe
Now gives a flat 50% ore gain.
General Improvements
New Main Menu appearance.
Missing Class titles will now be retroactively awarded when loading into the town. It may take multiple reloads for this to take effect.
Only the Host in a multiplayer run can begin the run by going into the mines. For non-Host players, the entrance to the mine cannot be interacted with.
Disconnecting from a multiplayer run will save your game for continuation in single-player.
General store now has a reroll button for 100g. Purchasing a single Item grays the button, preventing further rerolls.
Improved dungeon variation in Archives and Chambers.
All healing, except potions, has changed in functionality. Healing is now delivered in the form of a 1-second Heal-Over-Time. If more than your Max Health would be healed within that second, the heal is instead queued into the next second’s HoT.
Lifesteal can no longer heal for more health than a target has. For instance, if you have 10% Lifesteal and you hit a target with 100 current HP for 500 damage, you now heal for 10, not 50.
Shrines no longer ask the player to sacrifice one stat for another. Instead, they give various temporary buffs upon interaction.
Dungeon shops can no longer spawn more than once per Act; however, their appearance will be almost guaranteed.
Dungeon shops now have 5 Items instead of 3, but there is now a purchase limit of 3 Items per shop. Fancy Plume now adds 2 Items to each shop, for a total of 7.
The number of stars you get from leveling up now caps at 10 per level (i.e. levels beyond 35 will now only reward 10 stars).
Added a “1,000,000” button in the Gambling window, visible only when you have the money to bet. Winning the bet will also reward a random Barrel.
Miscellaneous Fixes and Changes
Reworked saving system into a single-file format with automatic backups.
Added usable priority so player corpse's will take use priority over other usables.
Added Wisp spawners on minimap.
Added new achievements
Added level cap, % ore gain, crit chance, and evade chance to the character tab.
Added mana cost indicators in the main game UI.
Removed minimap icon for the imp.
Sorcerer, Shatter: Added a distance limit of 250 pixels.
Prison button should now be guaranteed to spawn.
Added 2 new Golden Diamonds worth 1000 and 2500 gold.
You can now find players you've played with in the "recently played with" list on Steam
Several save/reload fixes.
The range at which enemy aggro changes is now shorter.
Improved Discord rich presence.
Fixed some item descriptions.
Sound fixes.
Other player's item sets in their inventory are now visible from the character tab.
Added current NG+ level of the run in the map tab.
Fixed waypoint text issues.
Fixed layout issue in dungeon settings menu.
Lowered drop rates of items from mini-bosses.
Multiplayer menu can now select levels above level 80 if you have any such characters.
Added chance of bronze chests spawning in chambers treasure rooms.
Archives now have less breakables.
Archives teleports now only teleport players to a single destination. This destination now has an icon on the minimap.
Removed healing bannermen.
Skill points no longer overlap with the key count in the UI.